XCOM 2
Legacy SpecOps Class
197 Comments
menghao 19 Dec, 2018 @ 12:18pm 
Dang it, this was my favourite class in LW2. Guess it's no go for WOTC.
Pain 8 May, 2018 @ 6:21am 
Don't bother with it til it's fixed. I'm salty right now, but I do appreciate the effort. Thanks for the work, just hope you can fix the problems.
Pain 8 May, 2018 @ 6:18am 
This mod is AWESOME! I wish I could say that. I planted X4 in the middle of a group of Chrysalids, and when I got away to blow it up... "NO TARGETS AVAILABLE"?!?!@?!?!?!?!?!! And because of that bullshit, a good squadmember died.
✠ DFSpecter 16 Feb, 2018 @ 6:24pm 
GOOD MORNIN' VIETNAM
Sean 8 Jan, 2018 @ 7:28pm 
where did you get the hat?
MonkeyDCooper 26 Dec, 2017 @ 11:14am 
why do I have something called ghost bersker as a class
SupaKaw 12 Oct, 2017 @ 3:36pm 
Just a reminder that a lot of us would love a WoTC update. I love love love this class and would love to play it again in WoTC.
Azure 4 Sep, 2017 @ 5:35am 
I look forward to this coming to the Expac
Rex705 2 Sep, 2017 @ 8:25pm 
I hope to see a WOTC update :)
Hildissent 1 Sep, 2017 @ 12:30pm 
The specop class is the only class mod I (personally) feel adds real value to LW2. Now that I'm stuck with 4 classes in WotC, I'm seriously missing this one. I'm hoping this, and the supporting mods (re: silencers) get the WotC treatment sooner than later to save me! :)
EVERYONE MUST DIE!!!!! 5 Aug, 2017 @ 8:22pm 
I cannot promote the spec ops class past the first teir. It is just blank. Is their a way that this can be fixed on my end. Im playing with the Alien Hunter DLC. I do not have any long war or long war 2 mods installed.
Musashi  [author] 1 Jul, 2017 @ 6:44am 
The [LW2] i added when long war 2 came out to indicate its *compatible* with LW2. Removed it now since it seems to confuses people who don't like to read mod descriptions.
[FRA]EmoHawkas 1 Jul, 2017 @ 6:41am 
Hi dude ! Which one work without LW ? Both say that they require [LW2]Spec Ops Combat Knive
oldleg1985 29 Jun, 2017 @ 1:55pm 
so spec ops class no longer works properly, i can no longer do pramotions beyond major or even the first pramotion eather, they just are blank
Lux Manifestus 27 Jun, 2017 @ 4:14pm 
@Musashi, there are a few vanilla mechanics for concealment which I think are nonsensical and limit the effectivness of concealed troops. Can you modify the ability mechanics so that throwing smoke grenades, mimic beacons, proximity mines, and battle scanners (if it does) does not break concealment? I don't know if you'd want to include offensive grenades as well but I feel like the covert classes could become much more useful, especially early game, if they can throw smoke or mimic beacons without losing concealment. What do you think?
Magus Oni 25 Jun, 2017 @ 12:44am 
@Desmiles
Probably the one with LW2 in the title.
Just a hunch.
Musashi  [author] 16 Jun, 2017 @ 11:28pm 
Seriously? @Desmiles
Archer_VDK 16 Jun, 2017 @ 7:17pm 
you have 2 mods spec ops. what work with lw 2?
TaKo 31 Jan, 2017 @ 6:47pm 
i realized that i never use the X4 skill... the fact it requires me to have action points despite being a free move makes it very hard to properly use, since i need to spend 1 point to get close, plant bomb, then spend a point to run the frick away, and a lot of the time the enemy either runs/walks away or the rest of my team kills them

plus the fact that i cant even blow myself up even if i wanted to since i need to wait till the next to turn to detonate charges :^/

would it be possible to make X4 not require you to have AP to use it and let me blow it up in the same turn? like, be able to do a yellow move and plant X4 in the same turn? or do a blue move, plant x4, run and detonate it in the same turn?
🎖xXStretcHXx🎖 10 Nov, 2016 @ 3:08pm 
My character is always revelaed when using abilities that say he will reamain concealed, why? Also goes for "silent kill" ability with the knife, even if i don't attack when i use it wonce the cloke animation is done my character is spotted no matter where he is
Master Taipan 21 Oct, 2016 @ 2:12pm 
Hey, is there a way to edit the files, or something more skillful that I am missing, so I can get in, kill silently and then get out alive and still concealed, as just a captain? Oh and the enemy have Dark Event Vigilance! LOL
madomadsen 21 Oct, 2016 @ 8:27am 
Just wanna give a thumbs up here for this class mod - I just recently got back playing Xcom cause all other AAA titles this year were kind of a letdown - I cant really tell you how much fun I had playing my specops guys (a playstyle I allways wished the ranger would come close). If you dont know this mod yet - I´d highly recommend this mod as it give a scout that packs a punch and lets things get really close and personal :-)
Lux Manifestus 9 Oct, 2016 @ 3:01pm 
@Musashi, did you ever consider giving this class the option of carrying a pistol only? The advantages to carrying a pistol and no primary weapon would be and increase in movement and a greater decrease to detection radius. I don't know if it is possible but it would be fun to create a soldier, along with the covert ops armor mod, that operates almost completely undercover and has a detection radius close to 0. Also, any luck making the throwing knife item stack in the inventory? Thank you!
=[NK]= Col. Jack O'Neil 1 Oct, 2016 @ 5:46pm 
No
Bullyhunter77 1 Oct, 2016 @ 11:53am 
do you need this class to use stuff like the silencer or combat knife?
Kaldin 1 Oct, 2016 @ 2:41am 
No problem, am happy to help. :SisterRom:
Jill Sandwich 30 Sep, 2016 @ 4:13pm 
thank you so much Yamino ! just like you said, set the ghost effect to false in the "XComCombatKnifeMod.ini" for combat knife mod fixed the problem for me. no more holographic cloaking effect, yay!
Kaldin 30 Sep, 2016 @ 1:42pm 
In case of the Combat Knife it would be "XComCombatKnifeMod.ini", since I think this class doesn't have a corresponding .ini itself. Judging from the description, he doesn't have the Silent Takedown-Skill, but the knife does...if I'm not wrong here.
Just checked and the exact line would be: SILENT_TAKEDOWN_SHOW_GHOST_EFFECT=true

In the case of the Katana-Mod, the corresponding .ini would be "XComKatanaMod.ini", same line. (the Ninjatō from that Mod has the "Silent Takedown"-skill as well)
Jill Sandwich 30 Sep, 2016 @ 1:38pm 
won't be able to test now, i have to go out and do some stuff, will test it out later today after i got back
Jill Sandwich 30 Sep, 2016 @ 1:37pm 
@ Yamino i have no idea, what's the name of the ini? i will try it
Jill Sandwich 30 Sep, 2016 @ 1:36pm 
continued from last post:

3rd aspect:

visually, and most importantly, this holographic look actually produces a visual glitch on any soldier that is visually setup using the invisible head mod.

lets use the awesome garrus vakarian mod by kexx as an example. to setup garrus you have to use the invisible head mod to get rid of the default human head, and put turian head in.

now after silent takedown holographic effect wears off the next turn, garrus will have a default human face sticking out from underneath the turian head, for the rest of the tactical battle. it will only get back to normal after he returns to base. i tested this out with multiple characters, not just garrus, they all have the same issue.

because of these 3 points, i hope you will get rid of the holographic cloaking effect for silent takedown all together.

love your mods, cheers!
Kaldin 30 Sep, 2016 @ 1:35pm 
@Jill Sandwich: Can't that be deactivated in one of it's .inis? At least the Knife- and Katana-Mods by Musashi have a line with "GHOST" in it, where you only have to change the "true" after the "=" at the end to "false".
Jill Sandwich 30 Sep, 2016 @ 1:28pm 
hello musashi:
i have been using this class mod for a while now, really love it, so much fun to play and the detection mechanism is brilliant, also the extra covert gears are awesome as well.

i just have one small issue: can you please please get rid of the "holographic" cloaking visual after the soldier activates the silent takedown? there are actually 3 aspects regarding this:

1st, it's completely unnecessary. player already pressed the button to activate silent takedown, there is no need to remind us that the ability is active.

2nd, visually, frankly speaking, it's a mess. now normally silent melee takedown should be an awesome looking cinematic scene, with your badass soldier wearing awesome looking armor stabbing an enemy in the back! now all these awesome visual is covered up by this horrid holographic look, all those awesome details of those armors won't show up.

due to character limit, 3rd aspect will be in next post.
Cernunnos 14 Sep, 2016 @ 8:45am 
Awesome class, i'ts really fun and immersive to play with it, congrats :)

I'd like to propose you a french translation for your mod, i translated names and explanations of the perks in the .ini file and it works. If i send it to u, it is possible to add it ?
Jill Sandwich 6 Sep, 2016 @ 4:26pm 
ah ok, awesome , thanks :D
Musashi  [author] 6 Sep, 2016 @ 4:15pm 
Yes you can. AFAIK all classes can use smg.
Jill Sandwich 5 Sep, 2016 @ 6:46pm 
a quick question, can you use smg with this class ? or it's assault rifle only?
Musashi  [author] 31 Aug, 2016 @ 4:30pm 
Update
Toggle UI on/off in ini
Fix reload makes UI disappear
Fix Suspicion Level not decreasing
Your suspicion level resets to 0 when you kill the last member of a pod and no other enemy saw/sees you this turn (Unconcealed squad members included).

@liltimmy
Yes i am using perfect information myself.
liltimmi 31 Aug, 2016 @ 2:40am 
is it compatible with perfect information?
liltimmi 31 Aug, 2016 @ 2:33am 
the ui disappears after loading a savegame :( don't know my sus level anymore
Musashi  [author] 30 Aug, 2016 @ 2:27pm 
V 1.2 Introduced global suspicion level and UI for suspicion

Change to Silent Takedown:
If you dont take down an enemy in melee your concealment breaks at the end of the round,
buld86 23 Aug, 2016 @ 12:42am 
Really fun class

Some crazy shit is possible when the stars align, like for example if you get reaper and you upgrade your knife with a piece from Grimys loot, there's a 90% melee damage when stealthed mod, this makes your knife attacks do ~25 damage

With 25 damage you oneshot most enemies in the game and with speed PCS, Wraith suit and and SMG you have enough mobility to run around and l=kill everyone in 1 go, doesn't matter even if you have a mod that increases the pod size by 3 X :D
Lago 20 Aug, 2016 @ 7:46am 
Is Silent Takedown intended solely as a melee attack? I can use it to sneak past people at the moment.
lichen93 19 Aug, 2016 @ 11:11am 
Have to say a Ghost Specops is Perfect with a Bolt Caster.
=[NK]= Col. Jack O'Neil 19 Aug, 2016 @ 4:38am 
I was just finding with another mod (spectre), that if I had an smg, civilians had no radius, and aliens had like, 4 tiles.. I might just reduce that. 2 to .1 :)
=[NK]= Col. Jack O'Neil 19 Aug, 2016 @ 4:38am 
I was just finding with another mod (spectre), that if I had an smg, civic had no radius, and aliens had like, 4 tiles.. I might just reduce that. 2 to .1 :)
=[NK]= Col. Jack O'Neil 19 Aug, 2016 @ 4:36am 
Thanks heaps :D
lichen93 19 Aug, 2016 @ 3:36am 
By the way, I found that if a Colonel with ghost successfully killed a target, the other people killed enemy in this turn with one shot can also remain conceal, is this normal?
Musashi  [author] 19 Aug, 2016 @ 2:11am 
It reduces their detection radius by 20%. The formula is (1-DetectionModifier)*DetectionRadius.